* Added Gloves of North Star, no sprite or talking yet... * Added sprites for the gloves of the north star... * Replaced more placeholder sprites for northstar gloves... * Added gloves of the north star to uplink... * Added speech on hit, not yet configureable * Not functional yet, but a step in the right direction I hope... * IT WORKS!! * Licensing and cleanup * Reduced attack speed, changed from chat to popup, added some admin logging. It was causing too much adminlog spam otherwise * Reorganized some files, final build?? * Changed the adminlog type from Verb to new type ItemConfigure * More cleanup, fix sprite reference maybe * Keronshb's suggestions, fixed some stuff, made hit sound use the meaty punch sfx * Adds support for hiding speak/whisper/emote from adminlogs, makes northstar speak again! * Some file shuffling, some of Keronshb's requests. Might appear a bit funky in github because vscode kept duplicating files for some reason and I had to delete them * Made it work with the latest changes on Master * Final? cleanup, upped dmg to 8, made ui not activate on activateinhand, instead you need to right click * Set value to 0 credits, that's all * Well that was much easier than I made it out to be. Now you can only activate the gloves with right click, no more mispredicts. * Update MeleeWeaponSystem.cs Iunno why this got changed in the first place, but I'm changin it back * emptycommit * emptycommit * The tiny fixening
61 lines
1.8 KiB
C#
61 lines
1.8 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Speech
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{
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public sealed class SpeechSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SpeakAttemptEvent>(OnSpeakAttempt);
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SubscribeLocalEvent<SpeechComponent, ComponentGetState>(OnSpeechGetState);
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SubscribeLocalEvent<SpeechComponent, ComponentHandleState>(OnSpeechHandleState);
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}
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public void SetSpeech(EntityUid uid, bool value, SpeechComponent? component = null)
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{
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if (value && !Resolve(uid, ref component))
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return;
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component = EnsureComp<SpeechComponent>(uid);
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if (component.Enabled == value)
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return;
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Dirty(component);
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}
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private void OnSpeechHandleState(EntityUid uid, SpeechComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not SpeechComponentState state)
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return;
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component.Enabled = state.Enabled;
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}
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private void OnSpeechGetState(EntityUid uid, SpeechComponent component, ref ComponentGetState args)
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{
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args.State = new SpeechComponentState(component.Enabled);
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}
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private void OnSpeakAttempt(SpeakAttemptEvent args)
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{
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if (!TryComp(args.Uid, out SpeechComponent? speech) || !speech.Enabled)
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args.Cancel();
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}
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[Serializable, NetSerializable]
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private sealed class SpeechComponentState : ComponentState
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{
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public readonly bool Enabled;
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public SpeechComponentState(bool enabled)
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{
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Enabled = enabled;
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}
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}
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}
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}
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